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Doc++

* Grouping lengthy documentation into "Feature overview" page.
 * Link only to example index, where all the disclaimers are.
 * Also minor documentation updates.
vectorfields
Vladimír Vondruš 14 years ago
parent
commit
b53759fb21
  1. 8
      doc/features.dox
  2. 8
      doc/mainpage.dox
  3. 2
      doc/namespaces.dox
  4. 7
      doc/physics.dox
  5. 1
      src/AbstractShaderProgram.h

8
doc/features.dox

@ -0,0 +1,8 @@
namespace Magnum {
/** @page features Feature overview
@brief Fundamental principles and design goals
- @subpage matrix-vector - @copybrief matrix-vector
- @subpage collision-detection - @copybrief collision-detection
*/
}

8
doc/mainpage.dox

@ -48,10 +48,10 @@ help you with object hierarchy, transformations and resource management.
@subsection getting-started-examples Tutorials and examples
The best way to get started is to @ref examples-triangle "render your first triangle"
in step-by-step tutorial. Then you can dig deeper and try @ref example-index
"other examples", read about fundamental principles in the documentation or
start experimenting on your own!
The best way to get started is to render your first triangle in
@ref example-index "step-by-step tutorial". Then you can dig deeper and try
other examples, read about @ref features "fundamental principles" in the
documentation or start experimenting on your own!
@subsection getting-started-hacking Hacking Magnum

2
doc/namespaces.dox

@ -90,7 +90,7 @@ Collection of shaders for testing purposes.
/** @namespace Magnum::Physics
@brief %Physics library
Collision detection system and rigid body objects. See @ref physics
Collision detection system and rigid body objects. See @ref collision-detection
for introduction.
*/

7
doc/physics.dox

@ -1,7 +0,0 @@
namespace Magnum { namespace Physics {
/** @page physics Physics library
@brief Collision detection and rigid body dynamics.
@subpage collision-detection
*/
}}

1
src/AbstractShaderProgram.h

@ -47,6 +47,7 @@ typedef Attribute<2, Vector2> TextureCoords;
@endcode
@todoc Output attribute location (for bindFragmentDataLocationIndexed(),
referenced also from Framebuffer::mapDefaultForDraw() / Framebuffer::mapForDraw())
- **Layers for texture uniforms** to which the textures will be bound before
rendering, for example:
@code

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